As a result of technological developments, although a more livable world is in question, negative effects of this situation have emerged over time. One of these negative effects is the idea that harm to nature will bring a dystopic future. This idea has found itself in digital video games. In this framework, the human damage, nuclear disasters and wars; It has been a theme frequently handled in digital video games. This situation brought with it a fear of the future. This fear situation, by necessitating a separation between us and the others, began to bear the traces of a dystopian life in the postapocalyptic world. As a result, in postapocalyptic digital video games, the creation of another for the dystopic life has been in question. In a general expression; Within the framework of a dystopian world, another is created in the post-apocalyptic-themed future fiction. This other created is presented as an asset that must be destroyed immediately.The main starting point of this study; is intended to rethink the other built in postapocalyptic digital video games. For this purpose, the digital video game called Metro 2033 was included in the research and was designed with a situation analysis model from qualitative research models. The data obtained are; It was analyzed by Barthes' method of arrangement and combustion, semiotic analysis. As a result of this study; while we are constructed as technology characters, escaping from others and turning to a heterotopic field for survival; others have been found to be built as a primitive, dangerous, spooky, wild creature or fictional animal.
Türk toplumsal yapısında, aile içi şiddet olgusu hemen her dönemde güncel kalmıştır. Bu bakımdan, ülkemizin en önemli sorunlarından biri olan aile içi şiddet olgusu, Türk sinemasına da konu olmuş ve Türk toplumsal yapısına dair derin izlere ışık tutmuştur. Dolayısıyla, Türk sinemasında aile içi şiddetin izlerini ararken, aile içi ilişkilere dair mesajların açığa çıkarılması da mümkündür. Bu çalışmada, 2000 sonrası popüler Türk sinemasında aile içi şiddetin ne şekilde sunulduğunun belirlenmesi amaçlanmıştır. Bu amaç doğrultusunda mercek altına alınan film, ölçüt örnekleme yöntemiyle seçilmiştir. Bu çerçevede, aile içi şiddetin sıklıkla yer aldığı Müslüm (2018) filmi, Greimas'a özgü göstergebilim yöntemiyle çözümlenmiştir. Bu çözümleme sonucunda, sosyo-kültürel ve ekonomik faktörler, alkol kullanımı ve ataerkil aile ideolojisinin, incelenen Türk filminde aile içi şiddet olgusunun altında yatan ana nedenler olduğu görülmüştür. Bu bakımdan Müslüm filmi özelinde, Türk sinemasında toplumumuzun en önemli sorunları arasındaki "aile içi şiddet" olgusunun; sosyal, kültürel ve ekonomik nedenlerden kaynaklı olarak yeniden inşa edildiği anlaşılmaktadır.
The COVID-19 pandemic, which negatively affected all humanity in the “social, cultural, economic, psychological” sense, also negatively affected aviation businesses and caused a crisis. In this crisis period, it can be said that social media is frequently used in the efforts of aviation enterprises to survive. In addition, during the COVID-19 pandemic, social media has been an area that activates the strategic structure of institutions. Social media platforms, which are used to reach more target audiences especially in crisis situations, have also been decisive in terms of maintaining their existence and protecting their target audience potential.
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